Distinct Damage Descriptions

The Distinct Damage Descriptions mod (abbreviated as DDD) fundamentally transforms Minecraft's combat system by introducing tabletop RPG elements with various damage types. It implements complex damage calculation systems that consider weapon damage types, shield and armor effectiveness against specific attack types, mob vulnerabilities and resistances, as well as their immunities to certain damage types.
Damage Types
By default, the mod adds 13 different damage types: slashing, piercing, bludgeoning, acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Different items inflict damage of specific types. For example, the Nether Star:

It deals 50% force and 50% necrotic damage. The item's base damage (in this case 1) is distributed between these two types according to weight coefficients. These settings can be modified for each item individually.

(Important: the sum of weights must always equal 100%!)
Armor and Shields
Armor and shields have effectiveness ratings that determine how well they block different damage types. Some types of armor and shields may provide poor protection against certain attack types or none at all. These parameters are also configurable for each item.
Armor
For armor, the effectiveness rating determines how many protection points actually block damage of specific types.

Shields
For shields, the effectiveness rating determines how much damage of a specific type a shield can block. All unblocked damage passes through the protection.

Mob Damage and Resistances
Mobs have their own base damage distribution and resistances (configurable for each mob type). Some of this information can be seen on the mob's spawn egg.

Here it shows that cave spiders deal 25% piercing and 75% poison damage. They are vulnerable to bludgeoning damage and completely immune to poison damage.
Here's another example:

Adaptability
Mobs can also possess adaptability. In the cave spider example, they have a 30% chance to be adaptive. This means that when spawning, a cave spider has a 30% probability of having the adaptive ability. An adaptive mob will adjust its resistances when taking damage, increasing protection against the damage types it was just attacked with. In the case of the cave spider, it will increase its resistances by 25% (this is a flat additive boost) if it is adaptive and takes damage. An adaptive mob only adapts to the damage types it was recently attacked with. Attack it with something else, and the adaptive resistance will change only for these new damage types.
Here's an extreme example with silverfish before and after adaptability is triggered. It increases its resistances by 75%!

Mod Compatibility
Some mods have specific integration or compatibility with DDD. You can check the dependency list for a specific version, but it will also be provided here (dependencies are always up to date for the specific version, and some mods that DDD can work with are not available on Modrinth).
Integration
Integration is defined as specific interaction between DDD and the mod in question. There's a special section in the configuration for adjusting how the integration works. Currently, DDD has specific integration with the following mods:
- CraftTweaker/ContentTweaker (see below)
- HWYLA
- Tinker's Construct
- Construct's Armory
- Tetra
- Lycanites Mobs
- Baubles
- Electroblob's Wizardry
- Thaumcraft (requires FermiumBooter)
- EnderSkills
Compatibility
Compatibility is defined as ensuring the joint operation of two mods. For these mods, there is no configuration section in DDD - "they just work".
- Spartan Weaponry (for thrown weapons)
- Better Survival (for thrown weapons)
- First Aid (for locational armor)
- Quality Tools (for qualities that increase armor value)
- Betweenlands (for shields)
- TechGuns (for damage calculations)
CraftTweaker
Integration with CraftTweaker is very important for DDD. You can create your own damage types and determine which damage should inflict which damage types using ZenScript! Refer to the wiki to learn how this works!